myhouseatl Posted September 16, 2023 Posted September 16, 2023 8 hours ago, Frayed said: I have no idea what you mean by the 3BBB thing, but if there's some kind of slot management, this is almost certainly something that has to be handled by either DD or whatever mod is giving you that message. Sorry, forgot to mention on my second play through, 3BBB worked fine. What ever script got hung must of stuck around to mess with 3BBB. I don't know what fixed it then. Tried to play through 8-10 times trying to figure out why I couldn't get DD items. And then, after patches where installed, it just started working. Skyrim. Gotta love it's wonkiness.
Zarh246 Posted September 18, 2023 Posted September 18, 2023 so, im having an issue that is odd. i drink the wine and activate the bed. the woman appears, teleports, loading screen and then CTD. im guessing a load order issue, but has anyone else experienced this issue and found a reason?
charged Posted September 19, 2023 Posted September 19, 2023 (edited) On 9/16/2023 at 2:32 PM, Frayed said: I'll probably need the guard code anyway since there's more than one way Sexlab scenes can fail, so I might as well make it. Having the dremora ask something else would indeed be a valid workaround, but I'm also looking into how to get DD contraptions to look in Sexlab's animation registry for valid animations. Especially since DD ships with no contraption animations of its own except for that one pillory one, this seems like a worthwhile thing to add. Ideally, I want to offload picking appropriate animations to the frameworks as much as I can (preferably via tags) so that people will get whichever animations they've got installed, which are probably ones they like. This would be my preferred solution, but haven't managed it yet. Please do post any issues you find if you play as a male character. Statistically, most users play as female characters, and those that play as male may assume that like many other mods on this site the mod is only for female characters. It's not - Trappings is supposed to work and make sense regardless of character sex/gender. If it doesn't then it is a bug and you may and should nag me about it ? Your thoroughness and openness are refreshing. Thank you. I'll probably work on other play-throughs in the future. But as of the most recent one, I didn't find anything extra of note. It was a real exercise in being observant (and why I probably will forgo ENB in the future, Skyrim wasn't written with "real shadows" in mind)! I will suggest an alternative or potential addition depending on your asset alternatives to the belt/harness/plug deal for males, as I know a lot of my fellow subby males of any given preference like chastity cages: There's a DD add on that allows locking them and unlocking them with the standard DD chastity key (which I don't have an immediate link available for, sorry). I also know the DD harnesses don't necessarily accommodate anything "in the front", although a few in the "for him" addon only have the collar + leash ring and leave out the torso entirely. I'll let you know if I break anything else Edited September 19, 2023 by charged
TodoList Posted October 1, 2023 Posted October 1, 2023 Played through this quest and I really enjoyed it! It's well-made and the premise of DDs with escape rooms just works so well. I just wish I had more patience and cleverness so I wouldn't need to rely on the hint orb/walkthrough as much. Patiently looking forward to part 2!
chloe5050 Posted October 3, 2023 Posted October 3, 2023 Just finished this quest and it was a great puzzle, really had to think about what to do, took me a couple of hours to get free but i did not use the orb at all. there was only minor issues whilst playing, when in the pillroy for the part with the dedra. for some reason it would not allow me to exit it after, no options to struggle out, i used zaz in mcm to get out of it, but now the sounds continue to play even thow im no longer locked in it. at the end when i accepted more quests like this i was zapped with somthing that paralised my character, but then she just stood up and the conversation started again in a repeating loop untill i selected i have stuff to take care of first option. even with these was still a great mod and i really enjoyed playing it thankyou for making it, hope there will be a part 2 x
Frayed Posted October 7, 2023 Author Posted October 7, 2023 (edited) Been a busy month for me IRL so I haven't been able to work on this too much, but I still managed to make some progress. We're now up to ~50-60% finalized, 80% mostly done. The largest part missing is the finale, which I'm probably going to tackle once I put the finishing touches on the big scripted section I've been working on which marks roughly the halfway point of the quest. The teaser image this time shows a mildly spoilery preview of that section: Spoiler On another topic: I've been thinking about what to do after I finish A Gordian Bind. There's still some stuff I'd like to add as epilogue / consequences, but the main story I had in mind for Trappings will be concluded in A Gordian Bind. I have some ideas for other mods I'd like to make. One's another story mod intended for male characters, centered around an alchemist that needs a special potion ingredient. I don't really want to do another story mod right away though. Another is a mod to make thieving a bit more interesting and exciting based on a few mechanics I've thought of and used while making A Gordian Bind. I've always liked the idea of trapped treasure a la Cursed Loot, but I've never been quite satisfied with how little gameplay those mods have in detecting, avoiding, disarming and/or escaping the traps, or with how they mostly seem to trigger in abandoned dungeons without anyone around to catch you looting. I have some ideas for to address all those things, and I've been itching to build a prototype to see if it would work. But I'm holding off on it until I finish A Gordian Bind ?. Soon! Edited October 7, 2023 by Frayed 19
ypX3A Posted October 7, 2023 Posted October 7, 2023 Can some one give me a way via console to restart the quest ? With out starting a new save TIA
lktforever Posted October 8, 2023 Posted October 8, 2023 (edited) 2 hours ago, ypX3A said: Can some one give me a way via console to restart the quest ? With out starting a new save TIA Just uninstall the mod, load some save (make sure quest is fully completed) . Save the game again without a mod. Install mod again and load new saved game. Or just load some save which was made before you started a mod previously Edited October 8, 2023 by lktforever 1
KKSSL Posted October 10, 2023 Posted October 10, 2023 We need more stuff like this, puzzles and DD goes incredibly well together fr. Absolute mental work, can't wait for updates. Hard to solve ✅ Hard while solving ✅ 10/10 would get drugged again. 2
ypX3A Posted October 12, 2023 Posted October 12, 2023 (edited) On 10/8/2023 at 2:24 AM, lktforever said: Just uninstall the mod, load some save (make sure quest is fully completed) . Save the game again without a mod. Install mod again and load new saved game. Or just load some save which was made before you started a mod previously Sorry to say it didnt work, i re-install the mod and load the save that didnt have the mod anymore but the mod doesnt load anymore. If i try the prvious save before i removed the removed the mod all is fine but ofc the quest is over Never mind the ESP file was kept disable all good now my mistake Edited October 12, 2023 by ypX3A
PolskiHusarz20 Posted October 14, 2023 Posted October 14, 2023 On 10/7/2023 at 8:10 PM, Frayed said: Another is a mod to make thieving a bit more interesting and exciting based on a few mechanics I've thought of and used while making A Gordian Bind. I've always liked the idea of trapped treasure a la Cursed Loot, but I've never been quite satisfied with how little gameplay those mods have in detecting, avoiding, disarming and/or escaping the traps, or with how they mostly seem to trigger in abandoned dungeons without anyone around to catch you looting. I have some ideas for to address all those things, and I've been itching to build a prototype to see if it would work. But I'm holding off on it until I finish A Gordian Bind ?. Soon! Sounds promising, especially since DCL doesn't try to expand the practical usage of the devices in the world despite making them very common, they are just there to annoy and slow you down during guests and make any interactions with NPCs more risky. Not to mention the almost completely unused contraptions. It would refreshing to see NPCs use cursed devices to catch thieves, at the same time bandits would propably love to just wait near the exit of the dungeon to capture an exhausted and wrapped up adventurers carrying precious loot, high prices of devices and their magical properties propably would make them quite an interesting good to trade with by more merchants, the same applies to the keys, propably some might even try to make their copies to sell. I would also wouldn't be surprised if some shady individuals would use them as guarantees which would make their contractors finish their jobs. Another thing might be a repeatable quest in which player is tasked with collecting devices for someone, with different consequnces depending on if the devices are locked on the PC or not.
recentcabbage Posted October 15, 2023 Posted October 15, 2023 Is it possible to add simple slavery outcome for this mod? 1
DonQuiWho Posted October 15, 2023 Posted October 15, 2023 13 hours ago, recentcabbage said: Is it possible to add simple slavery outcome for this mod? @Frayed I just came here to ask exactly the same thing .... ? DQW
Frayed Posted October 16, 2023 Author Posted October 16, 2023 On 10/15/2023 at 9:04 AM, recentcabbage said: Is it possible to add simple slavery outcome for this mod? Well, for story and pacing reasons I'd like there to be some time in between parts 1 and 2, so Spoiler I guess I could just make Irkalla shunt your character off to Simple Slavery to keep you busy for a while (if you have it installed). Mighty convenient, that. Hmm, there might be some other easy tie-ins (tie-ups?) I could hook into at that point, actually... Unless of course you were very insistent on starting The Gordian Bind right away, then you can just skip the wait. So basically yes, I can do that. I'll add it with the beta of The Gordian Bind. 3
tesenfeu Posted October 18, 2023 Posted October 18, 2023 On 10/16/2023 at 9:50 PM, Frayed said: Well, for story and pacing reasons I'd like there to be some time in between parts 1 and 2, so Hide contents I guess I could just make Irkalla shunt your character off to Simple Slavery to keep you busy for a while (if you have it installed). Mighty convenient, that. Hmm, there might be some other easy tie-ins (tie-ups?) I could hook into at that point, actually... Unless of course you were very insistent on starting The Gordian Bind right away, then you can just skip the wait. So basically yes, I can do that. I'll add it with the beta of The Gordian Bind. Heya, i love your mod you did so much good work !!! and i would send you some ideas : you can add some " after quest " mechanics, like having to return after X number of Days for having sex (consensual ), and if you don't come back, some shock is send to you with heavy Debuffs like : Impossible to wear any clothes / weapon and if after that you still not come back : adding one inescapable device after another one until the player is completly locked from hand to chastity devices. With a way of escaping to that fate by accepting to be cursed : When your arousal level exceeds X value, you gain huge BUFF ( Magicka / Stamina / Health and why not Damages boosts ) You become one of the most powerful warrior / mage, But when your arousal level is lower than X value, you have huge DEBUFF and you become vulnerable to the slightest thing: almost no stamina, very limited life bar, and no magic to cast. With the idea of being able to move from one to the other deal as we see fit, > that way you can alternate your ways of playing the game and idealy, you can switch the master rôle to one of your follower for some roleplay perspective. I think it's would be a nice addition to your mods, that quite fit the mood of starting liking being in restraints and allow other mechanics to be added in the future and thus to consider the first "escape game" part of the mod as a preface and an initiation to what comes after. Let me know what you think about that
philyb Posted October 18, 2023 Posted October 18, 2023 On 10/7/2023 at 7:10 PM, Frayed said: Been a busy month for me IRL so I haven't been able to work on this too much, but I still managed to make some progress. We're now up to ~50-60% finalized, 80% mostly done. The largest part missing is the finale, which I'm probably going to tackle once I put the finishing touches on the big scripted section I've been working on which marks roughly the halfway point of the quest. The teaser image this time shows a mildly spoilery preview of that section: Reveal hidden contents On another topic: I've been thinking about what to do after I finish A Gordian Bind. There's still some stuff I'd like to add as epilogue / consequences, but the main story I had in mind for Trappings will be concluded in A Gordian Bind. I have some ideas for other mods I'd like to make. One's another story mod intended for male characters, centered around an alchemist that needs a special potion ingredient. I don't really want to do another story mod right away though. Another is a mod to make thieving a bit more interesting and exciting based on a few mechanics I've thought of and used while making A Gordian Bind. I've always liked the idea of trapped treasure a la Cursed Loot, but I've never been quite satisfied with how little gameplay those mods have in detecting, avoiding, disarming and/or escaping the traps, or with how they mostly seem to trigger in abandoned dungeons without anyone around to catch you looting. I have some ideas for to address all those things, and I've been itching to build a prototype to see if it would work. But I'm holding off on it until I finish A Gordian Bind ?. Soon! I think fail states could be cool if you just make massively wrong decisions, there are a lot of mods that shy away from fail states for some reason. They're better than a game over screen. I've been playing BG3 a lot lately and having the chance to make horrible decisions that end up with your character dead or game over'd is fun (and funny at times). Why not just end up in a cage with and end up Irkalla's eternal pet with a note or indication that this is a fail state with no way out? Or mind controlled. Or cursed. Something like that. Maids II has an ending where your body is taken over by the bad guy, but the game essentially continues.
DonQuiWho Posted October 20, 2023 Posted October 20, 2023 @Frayed @philyb Couple of things 1 - I probably didn't phrase my suggestion above terrible well. What I had meant to ask was it possible to make this mod an OUTCOME from Simple Slavery, ie you get sent here from the auction? It could add a nice piece of frustrating diversion to the player's attempts to journey through Skyrim 2 - on 'fail states', how about either a - sending the player BACKWARDs to an earlier mod stage - and the worse the fail, the further back? OR b - sending them to Simple Slavery as a reward for their carelessness/stupidity? OR c - just dumping the player at a random place in Skyrim in current trappings? Just tuppence worth and, of course, to be promptly forgotten if one or all are not possible/practical/too much effort ? DQW
Frayed Posted October 20, 2023 Author Posted October 20, 2023 @tesenfeu Thanks ? These kind of 'after-quest' mechanics are something I'm starting to think about now as epilogue / "part 3" content I might still add to the mod after The Gordian Bind is done. I feel like the "follower locks you in restraints" / "devious deals" thing is already done well by a number of other mods, so I'm not going to move too far in that direction. What I think is more rare is for mods to give you some reason to come back to its (non-follower) characters after its main story is concluded, so I might try to do something with that. Maybe in the form of smaller repeatable games or scenes. @philyb @DonQuiWho Ah, I see. I think having it start from Simple Slavery is a little bit more work: the quest is not set up to be replayable. It could work as a one-time event, though, but starting that would have to be handled on Simple Slavery's side. I can ask. @HexBolt8: would this be an option? In principle, starting the quest frayescapequest from my ESP and setting it to stage 30 should be all that's needed (though I may need to check the earlier stages for side effects). On fail states: I think there are some interesting options to explore here, which I think I'll play around with soon / during the beta. I'm not too keen on just sending the player back to earlier stages - this kind of repetition gets old and frustrating fast unless I have some kind of random gameplay element to offer variation. Sending to Simple Slavery / dumping somewhere, while doable, unfortunately don't fit for story reasons that will become clearer in A Gordian Bind. Sorry to shoot these down, I do like hearing them! I'm more inclined to do fail states as story branches like @philyb mentions: either with consequences (dremora deal, anyone? ?) or as "dead ends" (figuratively). Some blend between how philyb's example of the Baldur's Gate games handle it, how Aelie's escape games handle them and a pinch of fun and possibly devious consequences. Suggestions welcome, especially once we hit beta ? . 2
Hex Bolt Posted October 20, 2023 Posted October 20, 2023 1 hour ago, Frayed said: It could work as a one-time event, though, but starting that would have to be handled on Simple Slavery's side. I can ask. @HexBolt8: would this be an option? In principle, starting the quest frayescapequest from my ESP and setting it to stage 30 should be all that's needed (though I may need to check the earlier stages for side effects). Simple Slavery can start the quest and set the stage like that. Simple Slavery can also toggle off this outcome in its MCM at that time, to keep players from getting sent here a second time (though nothing would stop a player from reenabling the outcome). A benefit for this quest is that Simple Slavery removes any devious devices that had been equipped. Before we move ahead with that, do you want to check for side effects of starting the quest at stage 30? If the quest does not already move the PC to the appropriate location at that stage, it will need to do so. Although I haven't tried this mod, as a suggestion, a brief introduction or explanation of one's arrival in this situation might ease the transition, especially for players who experience the quest for the first time and arrive from the slave auction. Other considerations might concern what happens if the PC gets sent here without receiving the courier letter, or whether a slavery start would make sense after getting the letter. Possibly it would be beneficial to add a stage 29 for the Simple Slavery start to handle any explanation of how the PC got from the slave market to here, and why someone would pay a lot of money to do this. A dedicated slavery start stage would also give you flexibility to handle issues that might arise if you ever make changes to the early part of the quest and, if it set an internal flag, the quest might conceivably use different wording at key points (if appropriate). Just some thoughts. 1
Frayed Posted October 20, 2023 Author Posted October 20, 2023 (edited) 2 hours ago, HexBolt8 said: Simple Slavery can start the quest and set the stage like that. Simple Slavery can also toggle off this outcome in its MCM at that time, to keep players from getting sent here a second time (though nothing would stop a player from reenabling the outcome). A benefit for this quest is that Simple Slavery removes any devious devices that had been equipped. Before we move ahead with that, do you want to check for side effects of starting the quest at stage 30? If the quest does not already move the PC to the appropriate location at that stage, it will need to do so. Although I haven't tried this mod, as a suggestion, a brief introduction or explanation of one's arrival in this situation might ease the transition, especially for players who experience the quest for the first time and arrive from the slave auction. Other considerations might concern what happens if the PC gets sent here without receiving the courier letter, or whether a slavery start would make sense after getting the letter. Possibly it would be beneficial to add a stage 29 for the Simple Slavery start to handle any explanation of how the PC got from the slave market to here, and why someone would pay a lot of money to do this. A dedicated slavery start stage would also give you flexibility to handle issues that might arise if you ever make changes to the early part of the quest and, if it set an internal flag, the quest might conceivably use different wording at key points (if appropriate). Just some thoughts. Great! Yes, definitely let me check for side effects and think about how to fit it in nicely first. I don't think I need to change much, but the things you mention here do need to be addressed first. I'll get back to you on that. Plus, if as you say players can re-enable the outcome I'll have to handle that case on my end somehow. Though in the most basic sense I think what would happen currently is that since the quest does not reset, it will remain in a completed state and trying to set its stages will simply do nothing, which is not ideal but at least fairly harmless. Edited October 20, 2023 by Frayed 1
philyb Posted October 22, 2023 Posted October 22, 2023 Gonna go against the grain and say I'm not a fan of simple slavery as the ending to these mods. They're a fine alternative introduction, but it is just a sign of the content being over for me in an uninteresting way a lot of mods do it. It'd be more interesting if you just failed the quest and "lost" - whether that ends up with you a permanent slave to Irkalla or someone else, dead or in a bad deal with a dremora. I did like one mod that had you walk into a bad trap with a dremora and get tricked into signing a contract, so you had to submit yourself to him every so often or he'd teleport you every two or three weeks to his domain and torture you for breaking the deal.
Frayed Posted October 23, 2023 Author Posted October 23, 2023 7 hours ago, philyb said: Gonna go against the grain and say I'm not a fan of simple slavery as the ending to these mods. It won't be. I intend to put an optional tie-in to SS in places where it makes sense. Right now, that's as an alternative way to start A Snare To Loosen, and as a means of putting some time between A Snare To Loosen and The Gordian Bind. The Gordian Bind is going to be pretty long, so I think it'll be more fun for players if they don't play it back-to-back with the first quest. Again, I will build in a way to play them back-to-back for people that really want to do so, but the canonical way will be that there's a delay between them. The ending of this mod's story and the associated consequences will be its own thing. I'm working on that part right now. Actually, the ending is just about the last thing that needs to be done. I've got 80% of the quest finalized, 5-10% that still needs some polish and the remainder is the ending. With some luck and if RL does not keep me too busy, beta will start somewhere in November. 5
philyb Posted October 23, 2023 Posted October 23, 2023 That's cool. I always think having quests end with SS was just lazy and a mood killer, but I always think it's an awesome alternative to starting quests.
isee Posted October 23, 2023 Posted October 23, 2023 With the beta release will there be a way to skip ahead to the start of the second quest? Or will a full replay of the first quest be required?
linliaoran012 Posted October 24, 2023 Posted October 24, 2023 to be honest, i have to agree with the author's opinion. i have already played through a lot of mods about bondage topic and many of them use repeatable events. of course reapeatable events have their advantages such as random occurence and lower working burden. however, the issue is these events do not lengthen playing time for players like me who regard themselves as adventurers and hope to experience modders' stories and creation. in most time, the events just get boring soon as i played them a few times. i believe that bondage can be combined with escape finely and create appealing strories but for years there had been no mod except some mods until 'the trappings of fate' appeared. once as a fan of the Aelie's browser game , i really appreciate the auther's idea and look forward to the publication later.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now